textures_image_generation.c 3.4 KB

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  1. /*******************************************************************************************
  2. *
  3. * raylib [textures] example - Procedural images generation
  4. *
  5. * This example has been created using raylib 1.8 (www.raylib.com)
  6. * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
  7. *
  8. * Copyright (c) 2O17 Wilhem Barbier (@nounoursheureux)
  9. *
  10. ********************************************************************************************/
  11. #include "raylib.h"
  12. #define TEXTURES_NUM 7 // for now we have 7 generation algorithms
  13. int main()
  14. {
  15. // Initialization
  16. //--------------------------------------------------------------------------------------
  17. int screenWidth = 800;
  18. int screenHeight = 450;
  19. InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation");
  20. Image verticalGradient = GenImageGradientV(screenWidth, screenHeight, RED, BLUE);
  21. Image horizontalGradient = GenImageGradientH(screenWidth, screenHeight, RED, BLUE);
  22. Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.f, WHITE, BLACK);
  23. Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE);
  24. Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
  25. Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 8.f);
  26. Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
  27. Texture2D textures[TEXTURES_NUM];
  28. textures[0] = LoadTextureFromImage(verticalGradient);
  29. textures[1] = LoadTextureFromImage(horizontalGradient);
  30. textures[2] = LoadTextureFromImage(radialGradient);
  31. textures[3] = LoadTextureFromImage(checked);
  32. textures[4] = LoadTextureFromImage(whiteNoise);
  33. textures[5] = LoadTextureFromImage(perlinNoise);
  34. textures[6] = LoadTextureFromImage(cellular);
  35. int currentTexture = 0;
  36. SetTargetFPS(60);
  37. //---------------------------------------------------------------------------------------
  38. // Main game loop
  39. while (!WindowShouldClose())
  40. {
  41. // Update
  42. //----------------------------------------------------------------------------------
  43. if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
  44. {
  45. currentTexture = (currentTexture + 1) % TEXTURES_NUM; // cycle between the 5 textures
  46. }
  47. //----------------------------------------------------------------------------------
  48. // Draw
  49. //----------------------------------------------------------------------------------
  50. BeginDrawing();
  51. ClearBackground(RAYWHITE);
  52. DrawTexture(textures[currentTexture], 0, 0, WHITE);
  53. EndDrawing();
  54. //----------------------------------------------------------------------------------
  55. }
  56. // De-Initialization
  57. //--------------------------------------------------------------------------------------
  58. // Unload image data (CPU RAM)
  59. UnloadImage(verticalGradient);
  60. UnloadImage(horizontalGradient);
  61. UnloadImage(radialGradient);
  62. UnloadImage(checked);
  63. UnloadImage(whiteNoise);
  64. UnloadImage(perlinNoise);
  65. UnloadImage(cellular);
  66. // Unload textures data (GPU VRAM)
  67. for (int i = 0; i < TEXTURES_NUM; i++) UnloadTexture(textures[i]);
  68. CloseWindow(); // Close window and OpenGL context
  69. //--------------------------------------------------------------------------------------
  70. return 0;
  71. }